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Just completed it without any problems solo as a 60 gwf with 9k gear score. It was very much a basic dungeon, it had 7 rooms that all pretty much looked the same with hallways between them that also looked the same, so I can't say much for the scenery of it. But the concept was there, The boss encounters were basically a larger grouping of the same enemies that you fought in between the encounters plus an extra larger enemy. The bosses were all the same so that also got a bit repetetive, but it was a quick and enjoyable little dungeon experience. The only things I would say you have to improve on are the monster variety/placement. Like I don't want to fight the same group of battle wights over and over I want to maybe fight 2 battle wights and a direhelm or maybe 2 direhelms or maybe some other combination, if that makes sense. Or you could just add different monsters all together and kind of break the theme you had going.

Thanks for the feedback. Was trying to go with an all undead theme for the dungeon and If I was to do it again (which I wil eventually) is to do it inside a Crypt like location.

The problem is there isnt many Undead type mobs to use in the Foundry and the Boss encounters is where I learned the trick to change mob appearances so even though the Boss encounters look all undead they are actually Plaguechanged Maw, 2 Hulks, 1 Wight, 2 Abhorant Berserkers.

I'll do the rest of the "trash" encounters the same way but like I said, I jsut learned that trick to change appearances today and it took me 6 hours to change the 3 boss encounters.

Might I ask what other types of mobs you think would look appropriate for the setting? For the Record I used Wights, Zombies, Skeletons for undead and then Direhelm and Abolethics.

Well if you like the undead theme I would say everything you had is good and I would add some of the plaguechanged enemies as well because their look is very similar, just slightly more glowing. I would say try enemies from the neverdeath graveyard, chasm, ebon downs, and whispering caverns areas of the main storyline. those should fit your theme best.

Dungeon Delve is an old school terminology for running instances with Mobs called trash punctuated with Bosses which are harder.

Just because a dungeon doesn't contain loot or a chest at the end then it isn't any less a Dungeon Delve in the sense of the definition. Gamers who are only in it for the loot are a cancer to this genre.

In the old days, especially Pen A& Paper RPG's, dungeon Delving was about the Adventures. You can thank WoW for creating these kiddies we see today such as yourself, whose only goal in a Dungeon is to gain Phat Lewts. Piss off.